duplication, in my game?
This commit is contained in:
@@ -21,7 +21,6 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using OpenRA.GameRules;
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using OpenRA.GameRules;
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using OpenRA.Traits;
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using OpenRA.Traits;
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using System.Linq;
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namespace OpenRA.Orders
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namespace OpenRA.Orders
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{
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{
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@@ -63,37 +62,8 @@ namespace OpenRA.Orders
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// Linebuild for walls.
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// Linebuild for walls.
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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if (Rules.Info[ Building ].Traits.Contains<LineBuildInfo>())
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if (Rules.Info[ Building ].Traits.Contains<LineBuildInfo>())
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{
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foreach( var t in LineBuildUtils.GetLineBuildCells( world, topLeft, Building, BuildingInfo ))
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int range = Rules.Info[ Building ].Traits.Get<LineBuildInfo>().Range;
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yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, t, Building);
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// Start at place location, search outwards
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// TODO: First make it work, then make it nice
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int[] dirs = {0,0,0,0};
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for (int d = 0; d < 4; d++)
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{
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for (int i = 1; i < range; i++)
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{
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if (dirs[d] != 0)
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continue;
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int2 cell = world.OffsetCell(topLeft,i,d);
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if (world.IsCellBuildable(cell, BuildingInfo.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,null))
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continue; // Cell is empty; continue search
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// Cell contains an actor. Is it the type we want?
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if (world.Queries.WithTrait<LineBuild>().Any(a => (a.Actor.Info.Name == Building && a.Actor.Location.X == cell.X && a.Actor.Location.Y == cell.Y)))
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dirs[d] = i; // Cell contains actor of correct type
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else
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dirs[d] = -1; // Cell is blocked by another actor type
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}
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// Place intermediate-line sections
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if (dirs[d] > 0)
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for (int i = 1; i < dirs[d]; i++)
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yield return new Order("PlaceBuilding", Producer.Owner.PlayerActor, world.OffsetCell(topLeft,i,d), Building);
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}
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}
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}
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}
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}
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}
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@@ -18,6 +18,7 @@
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*/
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*/
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#endregion
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Linq;
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using OpenRA.GameRules;
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using OpenRA.GameRules;
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@@ -77,12 +78,25 @@ namespace OpenRA
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// Linebuild for walls.
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// Linebuild for walls.
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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// Assumes a 1x1 footprint; weird things will happen for other footprints
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if (Rules.Info[ name ].Traits.Contains<LineBuildInfo>())
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if (Rules.Info[ name ].Traits.Contains<LineBuildInfo>())
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foreach( var t in LineBuildUtils.GetLineBuildCells(world, topLeft, name, bi ) )
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spriteRenderer.DrawSprite(world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, t)
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? buildOk : buildBlocked, Game.CellSize * t, "terrain");
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spriteRenderer.Flush();
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}
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}
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static class LineBuildUtils
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{
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{
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int range = Rules.Info[ name ].Traits.Get<LineBuildInfo>().Range;
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public static IEnumerable<int2> GetLineBuildCells(World world, int2 location, string name, BuildingInfo bi)
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{
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int range = Rules.Info[name].Traits.Get<LineBuildInfo>().Range;
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var topLeft = location; // 1x1 assumption!
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// Start at place location, search outwards
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// Start at place location, search outwards
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// TODO: First make it work, then make it nice
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// TODO: First make it work, then make it nice
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int[] dirs = {0,0,0,0};
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var vecs = new[] { new int2(1, 0), new int2(0, 1), new int2(-1, 0), new int2(0, -1) };
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int[] dirs = { 0, 0, 0, 0 };
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for (int d = 0; d < 4; d++)
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for (int d = 0; d < 4; d++)
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{
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{
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for (int i = 1; i < range; i++)
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for (int i = 1; i < range; i++)
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@@ -90,9 +104,9 @@ namespace OpenRA
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if (dirs[d] != 0)
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if (dirs[d] != 0)
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continue;
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continue;
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int2 cell = world.OffsetCell(topLeft,i,d);
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int2 cell = world.OffsetCell(topLeft, i, d);
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if (world.IsCellBuildable(cell, bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel,null))
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if (world.IsCellBuildable(cell, bi.WaterBound ? UnitMovementType.Float : UnitMovementType.Wheel, null))
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continue; // Cell is empty; continue search
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continue; // Cell is empty; continue search
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// Cell contains an actor. Is it the type we want?
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// Cell contains an actor. Is it the type we want?
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@@ -104,16 +118,9 @@ namespace OpenRA
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// Place intermediate-line sections
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// Place intermediate-line sections
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if (dirs[d] > 0)
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if (dirs[d] > 0)
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{
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for (int i = 1; i < dirs[d]; i++)
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for (int i = 1; i < dirs[d]; i++)
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{
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yield return topLeft + i * vecs[d];
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int2 cell = world.OffsetCell(topLeft,i,d);
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spriteRenderer.DrawSprite( world.IsCloseEnoughToBase(world.LocalPlayer, name, bi, cell) ? buildOk : buildBlocked, Game.CellSize * cell, "terrain" );
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}
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}
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}
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}
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}
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}
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}
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spriteRenderer.Flush();
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}
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}
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}
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}
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